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==Sonic 2 Beta vs. Final Comparisons==
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==Sonic 2 Prototype vs. Final Comparisons==
 
Here you will find a list of general differences between the prototypes and final version of Sonic 2. For zone layout comparisons, go to the zones section.
 
Here you will find a list of general differences between the prototypes and final version of Sonic 2. For zone layout comparisons, go to the zones section.
  
===Running Animation===
 
 
One of the very first things you may notice is Sonic's swirling legs in his running animation.
 
  
{|
+
{|class="prettytable"
|-
+
!Topic||S2 Nick Arcade Prototype||S2 Beta||S2 Final||Description
|[[Image:comp_runp.gif]]
 
|Prototype
 
 
|-
 
|-
|[[Image:comp_runf.gif]]
+
| rowspan="2" width="78" align="center" | Running<br />Animation
|Final †
+
| colspan="2" align="center" valign="center" | [[Image:betaspin.gif]]  
|}
+
| align="center" valign="center" | [[Image:finalspin.gif]]
 
+
| rowspan="2" align="left" | In his prototype running animation, Sonic has a very distinctive swirling pattern in his legs, however upon closer inspection this is just part of a larger change. The entire running animation is different in the prototype compared to the final, and most importantly uses more frames.
† This is actually from ''Sonic 1'' final, as Sonic's blue color is slightly lighter. ''Sonic 2'' final's running animation is similar. The point here is to note the difference in the way Sonic's legs are drawn between the prototypes and the final version.
 
 
 
===Jumping/Spinning Animation===
 
 
 
Tails' jumping/spinning set of sprites doesn't have the reflective white spot in the prototypes.
 
 
 
{|
 
 
|-
 
|-
|[[Image:comp_tailspinp.gif]]
+
| colspan="2" align="center" valign="center" | [[Image:betarun.gif]]  
|Prototype
+
| align="center" valign="center" | [[Image:finalrun.gif]]
 
|-
 
|-
|[[Image:comp_tailspinf.gif]]
+
| colspan="5" |
|Final
 
|}
 
 
 
===Spindash Animation===
 
 
 
There is no dust when Sonic or Tails is charging up for a spindash. The prototype charge-up sound is the normal spinning sound, and there is no release sound effect. Also you cannot re-charge a spindash in the prototype -- tapping the button does nothing.
 
 
 
{|
 
 
|-
 
|-
|[[Image:comp_spinp.gif]]
+
| rowspan="1" width="78" align="center" | Tails Jumping/Spinning Animation
|Prototype
+
| colspan="2" align="center" | [[Image:comp_tailspinp.png]]
 +
| align="center" | [[Image:comp_tailspinf.png]]  
 +
| rowspan="1" align="left" | Tails' jumping/spinning set of sprites doesn't have the reflective white spot in the prototypes.
 
|-
 
|-
|[[Image:comp_spinf.gif]]
+
| colspan="5" |
|Final
 
|}
 
 
 
'''Nick Arcade Prototype'''
 
<br/>In the Nick Arcade prototype, spindash increases your speed much less than in the Simon Wai prototype or final version. You can also hold a spindash on a breakable platform and Sonic will float in the air, instead of falling as he does in the other versions.
 
 
 
 
 
===Ring-Losing Behaviour===
 
 
 
When Tails is hurt, he looses rings on Sonic's behalf and the ring counter is reset. Furthermore, if Sonic and Tails are hit at the exact same time, loads of rings flow out regardless of the original amount of rings (as long as you have at least one ring).
 
 
 
{|cellpadding="10"
 
 
|-
 
|-
|[[Image:comp_rings1.png]]
+
| rowspan="1" width="78" align="center" | Spin Dash
|[[Image:comp_rings2.png]]
+
| colspan="2" align="center" | [[Image:comp_spinp.png]]  
 +
| align="center" | [[Image:comp_spinf.png]]  
 +
| rowspan="1" align="left" | There is no dust when Sonic or Tails is charging up for a Spin Dash. The prototype charge-up sound is the normal spinning sound, and there is no release sound effect. Also you cannot re-charge a Spin Dash in the prototype — tapping the button does nothing. You can also hold a Spin Dash on a breakable platform and Sonic will float in the air, instead of falling as he does in the other versions.
 
|-
 
|-
|Notice they have only 1 ring.
+
| colspan="5" |
|When Sonic and Tails are hit simultaneously, loads of rings come out!
 
|}
 
 
 
===Spike Bug===
 
[[Image:comp_spikes0.png|center]]
 
 
 
Remember: in ''Sonic 1'', Sonic dies instantly when consecutively landing twice on spikes. Let's see how this situation is handled by the game engine here.
 
 
 
{|cellpadding="5"
 
 
|-
 
|-
|[[Image:d_tailsspikes.gif]]
+
| rowspan="1" width="78" align="center" | Spikes
|[[Image:comp_spikesb.png]]
+
| align="center" | {{nobr|[[Image:comp_smspikesb.png]][[Image:comp_tailsspikes.png]]}}
|[[Image:comp_spikesf.png]]
+
| align="center" | {{nobr|[[Image:comp_smspikesb.png]][[Image:comp_tailsrings.png]]}}
 +
| align="center" | {{nobr|[[Image:comp_smspikesf.gif]][[Image:comp_tailsringsf.png]]}}
 +
| rowspan="1" align="left" | In all prototypes earlier than drx's 'Beta 6', Sonic dies immediately, just like in Sonic 1. In the final and all protos later than 'Beta 6', he becomes invincible for a short while and stands on the spikes unharmed. It's worth mentioning that while Tails is invulnerable to spikes in the Nick Arcade prototype, he is still capable of losing rings in both early prototypes (and '''is''' vulnerable to spikes in the Beta). He does not lose his rings in the final release.
 
|-
 
|-
|In the Nick Arcade prototype, Tails appears to be invulnerable to spikes.
+
| colspan="5" |
|In both prototypes, Sonic dies immediately. Just like in ''Sonic 1''.
 
|In the final, he becomes invincible for a short while, and stands on the spikes.
 
|}
 
 
 
===Behaviour when hitting a wall (Nick Arcade Prototype)===
 
 
 
[[Image:comp_htired.png|left]]These sprites featuring Sonic sitting and standing up were found in the Simon Wai prototype by Scott Prower. It was originally believed that's Sonic when he's tired, but thanks to the discovery of the Nick Arcade prototype, we now know they were meant to be used when Sonic collides into a wall, like the following animation shows:
 
 
 
[[Image:comp_s2protohit.gif]]
 
 
 
This effect increases if Sonic is under water due to lower gravity.
 
 
 
As this is just a beta-programmed feature, some bugs results from it. Let's see an example.
 
 
 
{|cellpadding="5"
 
 
|-
 
|-
|[[Image:comp_hitdama2.png]]
+
| rowspan="1" width="78" align="center" | Spinposts
|[[Image:comp_hitdama3.png]]
+
| align="center" | [[Image:comp_signposta.png]]  
|[[Image:comp_hitdama1.png]]
+
| colspan="2" align="center" | [[Image:comp_signpostf.png]]  
 +
| rowspan="1" align="left" | The signposts in the Nick Arcade prototype are different to the ones in both Sonic 1 and Sonic 2. They are symmetrical and the faces are looking directly forward. The Robotnik image is the only one out of the three that hasn't been changed.
 
|-
 
|-
|After bouncing on a wall, Sonic may fall over a badnik.
+
| colspan="5" |
|However, he won't get hurt...
 
|...until he stands up again.
 
|}
 
 
 
===Braking Animation===
 
 
 
Two of Sonic's braking frames are based on ''Sonic 1''. There's a bunch of weird ones that didn't make it into ''Sonic 2'' final.
 
 
 
{|
 
 
|-
 
|-
|[[Image:comp_sonbrakep.gif]]
+
| rowspan="1" width="78" align="center" | Wall<br />Collision
|Prototype
+
| align="center" | [[Image:comp_sms2protohit.gif]]  
 +
| align="center" | ''No effect, though<br />sprites are in ROM:''<br />[[Image:comp_htired.png]]
 +
| align="center" | ''No effect''
 +
| rowspan="1" align="left" | The sprites featuring Sonic sitting and standing up in the Sonic 2 Wai beta ROM caused many theories at the time they were discovered ("Would Sonic get tired?" for example), but thanks to the Nick Arcade prototype, we now know they were used when Sonic collides into a wall in this rather unique gameplay element. With this and the unused Chemical Plant Zone failed boss in mind, you could perhaps think the game was intended to be more cartoon-humour based.
 
|-
 
|-
|[[Image:comp_sonbrakef.gif]][[Image:comp_sonbrakef2.gif]]
+
| colspan="5" |
|Final (more similar frames not shown here; the last "unusual" turning sprite can be viewed in action by editing the RAM)
 
|}
 
 
 
Tails' braking animation hasn't been implemented. He simply slides across the floor, with his tails disappeared.
 
 
 
{|
 
 
|-
 
|-
|[[Image:comp_tailsslide.gif]]
+
| rowspan="2" width="78" align="center" | Braking<br />Animation
|Prototype
+
| colspan="2" align="center" | [[Image:comp_sonbrakep.png]]
 +
| align="center" | [[Image:comp_sonbrakef.png]][[Image:comp_sonbrakef2.png]]  
 +
| rowspan="2" align="left" | Two of Sonic's braking frames are based on Sonic 1. There's a bunch of weird ones that didn't make it into Sonic 2 final. Tails' braking animation hasn't been implemented. He simply slides across the floor, without his tails.
 
|-
 
|-
|[[Image:comp_tailsbrakef.gif]]
+
| colspan="2" align="center" | [[Image:comp_tailsslide.png]]  
|Final (more similar frames not shown here)
+
| [[Image:comp_tailsbrakef.png]]
|}
 
 
 
===Ledge Animation===
 
 
 
Sonic's ledge animation is also based on ''Sonic 1''.
 
 
 
{|
 
 
|-
 
|-
|[[Image:comp_sonledgep.gif]]
+
| colspan="5" |
|Prototype
 
 
|-
 
|-
|[[Image:comp_sonledgef.gif]]
+
| rowspan="2" width="78" align="center" | Ledge<br />Animations
|Final
+
| colspan="2" align="center" | [[Image:comp_sonledgep.png]]  
|}
+
| align="center" | [[Image:comp_smsonledgef.png]]
 
+
| rowspan="2" align="left" | Sonic's ledge animation is also based on Sonic 1. Fear the tailless Tails!
Fear the tailless Tails!
 
 
 
{|
 
 
|-
 
|-
|[[Image:comp_tailsslide.gif]]
+
| colspan="2" align="center" | [[Image:comp_tailsslide.png]]  
|Prototype
+
| align="center" | [[Image:comp_tailsledgef.png]]
 
|-
 
|-
|[[Image:comp_tailsledgef.gif]]
+
| colspan="5" |
|Final
 
|}
 
 
 
===Tails Pushing Animation===
 
 
 
Tails has no pushing sprites in either prototype. He simply keeps "walking" towards the wall or whatever obstacle is in his path.
 
 
 
{|
 
 
|-
 
|-
|[[Image:comp_tailspushp.gif]]
+
| width="78" align="center" | Tails<br />Pushing<br />Animation
|Prototype
+
| colspan="2" align="center" | [[Image:comp_tailspushp.png]]  
 +
| align="center" | [[Image:comp_tailspushf.png]]
 +
| align="left" | Tails has no pushing sprites in either prototype. He simply keeps "walking" towards the wall or whatever obstacle is in his path.
 
|-
 
|-
|[[Image:comp_tailspushf.gif]]
+
| colspan="5" |
|Final
 
|}
 
 
 
===Tails Flying Animation===
 
 
 
There is none. Tails cannot fly in either prototype. This explains why he keeps falling his death in the empty zones, even after Sonic is already gone.
 
 
 
===Monitors===
 
 
 
[[Image:comp_sneakers.gif|left]]Although the Power Sneakers still make Sonic faster, the background music does not speed up. But if you get a 1-up when the Power Sneakers is in effect, the sound effect will speed up instead!
 
 
 
[[Image:comp_invincible.gif|left]]Makes Sonic invincible as usual, but plays Super Sonic music!
 
 
 
===Act Ending Signposts (Nick Arcade Prototype)===
 
 
 
The signposts in the Nick Arcade prototype are different to the ones in both ''Sonic 1'' and ''Sonic 2''. They are symmetrical and the faces are looking directly forward. The Robotnik image is the only one out of the three that hasn't been changed.
 
 
 
{|cellpadding="5"
 
 
|-
 
|-
|[[Image:comp_signposta.png]]
+
| width="78" align="center" | [[Image:comp_invincible.png]]  
|[[Image:comp_signpostf.png]]
+
| colspan="2" | <center>'''S2 Nick Arcade Prototype'''</center>
 +
* Makes Sonic invincible
 +
* Plays Sonic 1 invincibility music
 +
* Shows no stars
 +
| colspan="2" | <center>'''S2 Beta'''</center>
 +
* Makes Sonic invincible
 +
* Plays music which is used as the SuperSonic music in the Final
 +
* Shows smaller stars than in final
 
|-
 
|-
|The signposts from the prototype.
+
| width="78" align="center" | [[Image:comp_sneakers.png]]
|These are the ones in the final ''Sonic 2''.
+
| colspan="2" |
 +
* Makes Sonic faster
 +
* Background music speeds up
 +
* Sound effects are not sped up
 +
| colspan="2" | <br />
 +
* Makes Sonic faster
 +
* Background music speeds up in some cases. As MesterKeel pointed out, using '''FB''' in the sound test allows you to apply the speed shoes effect. '''FC''' slows the music down again.
 +
* Sound effects are sped up
 
|}
 
|}
  
[[Category:The Sonic 2 Beta Wiki]]
+
[[Category:The Sonic 2 Beta Wiki|Comparisons]]

Latest revision as of 19:14, 23 October 2010

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The Sonic 2 Beta Wiki

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Sonic 2 Prototype vs. Final Comparisons

Here you will find a list of general differences between the prototypes and final version of Sonic 2. For zone layout comparisons, go to the zones section.


Topic S2 Nick Arcade Prototype S2 Beta S2 Final Description
Running
Animation
Betaspin.gif Finalspin.gif In his prototype running animation, Sonic has a very distinctive swirling pattern in his legs, however upon closer inspection this is just part of a larger change. The entire running animation is different in the prototype compared to the final, and most importantly uses more frames.
Betarun.gif Finalrun.gif
Tails Jumping/Spinning Animation Comp tailspinp.png Comp tailspinf.png Tails' jumping/spinning set of sprites doesn't have the reflective white spot in the prototypes.
Spin Dash Comp spinp.png Comp spinf.png There is no dust when Sonic or Tails is charging up for a Spin Dash. The prototype charge-up sound is the normal spinning sound, and there is no release sound effect. Also you cannot re-charge a Spin Dash in the prototype — tapping the button does nothing. You can also hold a Spin Dash on a breakable platform and Sonic will float in the air, instead of falling as he does in the other versions.
Spikes Comp smspikesb.pngComp tailsspikes.png Comp smspikesb.pngComp tailsrings.png Comp smspikesf.gifComp tailsringsf.png In all prototypes earlier than drx's 'Beta 6', Sonic dies immediately, just like in Sonic 1. In the final and all protos later than 'Beta 6', he becomes invincible for a short while and stands on the spikes unharmed. It's worth mentioning that while Tails is invulnerable to spikes in the Nick Arcade prototype, he is still capable of losing rings in both early prototypes (and is vulnerable to spikes in the Beta). He does not lose his rings in the final release.
Spinposts Comp signposta.png Comp signpostf.png The signposts in the Nick Arcade prototype are different to the ones in both Sonic 1 and Sonic 2. They are symmetrical and the faces are looking directly forward. The Robotnik image is the only one out of the three that hasn't been changed.
Wall
Collision
Comp sms2protohit.gif No effect, though
sprites are in ROM:

Comp htired.png
No effect The sprites featuring Sonic sitting and standing up in the Sonic 2 Wai beta ROM caused many theories at the time they were discovered ("Would Sonic get tired?" for example), but thanks to the Nick Arcade prototype, we now know they were used when Sonic collides into a wall in this rather unique gameplay element. With this and the unused Chemical Plant Zone failed boss in mind, you could perhaps think the game was intended to be more cartoon-humour based.
Braking
Animation
Comp sonbrakep.png Comp sonbrakef.pngComp sonbrakef2.png Two of Sonic's braking frames are based on Sonic 1. There's a bunch of weird ones that didn't make it into Sonic 2 final. Tails' braking animation hasn't been implemented. He simply slides across the floor, without his tails.
Comp tailsslide.png Comp tailsbrakef.png
Ledge
Animations
Comp sonledgep.png Comp smsonledgef.png Sonic's ledge animation is also based on Sonic 1. Fear the tailless Tails!
Comp tailsslide.png Comp tailsledgef.png
Tails
Pushing
Animation
Comp tailspushp.png Comp tailspushf.png Tails has no pushing sprites in either prototype. He simply keeps "walking" towards the wall or whatever obstacle is in his path.
Comp invincible.png
S2 Nick Arcade Prototype
  • Makes Sonic invincible
  • Plays Sonic 1 invincibility music
  • Shows no stars
S2 Beta
  • Makes Sonic invincible
  • Plays music which is used as the SuperSonic music in the Final
  • Shows smaller stars than in final
Comp sneakers.png
  • Makes Sonic faster
  • Background music speeds up
  • Sound effects are not sped up

  • Makes Sonic faster
  • Background music speeds up in some cases. As MesterKeel pointed out, using FB in the sound test allows you to apply the speed shoes effect. FC slows the music down again.
  • Sound effects are sped up